﻿/*
 * Copyright (c) 2011
 * Thomas Rozanski, Geoffrey Wright, Zachary Lynn, Jesse Natalie
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the team nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THOMAS ROZANSKI, GEOFFREY WRIGHT,
 * ZACHARY LYNN, OR JESSE NATALIE BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Kinected;

namespace Pinball
{
    /// <summary>Reposition the screen and change the zoom to match the projected image.</summary>
    class Calibration
    {
        private float zoom;
        private Vector2 cameraCenter;

        public bool IsCalibrated;

        public Calibration()
        {
            cameraCenter = new Vector2(-640, -360);
            zoom = 1.0f;

            IsCalibrated = false;
        }

        /// <summary>Update the calibration tool.</summary> 
        /// <param name="controller">Necessary for adjusting the camera.</param>
        public void Update(Controller controller, GameTime gameTime)
        {
            // Basic zoom controls
            if (controller.KeyDown(Keys.OemMinus, Buttons.LeftShoulder))
            {
                zoom -= 0.01f;
            }

            if (controller.KeyDown(Keys.OemPlus, Buttons.RightShoulder))
            {
                zoom += 0.01f;
            }

            cameraCenter += controller.Movement * 5f;

            if (controller.KeyPress(Keys.Enter, Buttons.A) && gameTime.TotalGameTime.TotalMilliseconds > 1000)
            {
                IsCalibrated = true;
            }
        }

        /// <summary>Create a transformation matrix based off the cailbration values.</summary>
        public Matrix Transform()
        {
             return Matrix.CreateTranslation(cameraCenter.X, cameraCenter.Y, 0) * Matrix.CreateScale(zoom, zoom, 1) * Matrix.CreateTranslation(640, 360, 0);
        }
    }
}
